Wagering Event-Driven Game for Sporting Events

ABSTRACT

The invention is a gambling game to be played while observing a sporting event live, remotely or otherwise. The variations of the game differ slightly from one sport to the next, but all incorporate a wagering element and the passing of tokens as certain positive and negative aspects of the sporting event occur. In this particular embodiment, physical chips are used as tokens, however, in other embodiments a token can be anything representing an event including, but not limited to, playing cards or an electronic symbol of a chip if playing in an online/application space via a smart phone app or computer.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of provisional patent applicationSer. No. 61/676,477, filed Jul. 27, 2012 by the present inventor.

FEDERALLY SPONSORED RESEARCH

Not Applicable

SEQUENCE LISTING OR PROGRAM

Not Applicable

FIELD OF THE INVENTION

The invention is a gambling game to be played while observing a sportingevent live, remotely or otherwise. The variations of the game differslightly from one sport to the next, but all incorporate a wageringelement and the passing of tokens as certain positive and negativeaspects of the sporting event occur. In this particular embodiment,physical chips are used as tokens, however, in other embodiments a tokencan be anything representing an event including, but not limited to,playing cards or an electronic symbol of a chip if playing in anonline/application space via a smart phone app or computer.

SUMMARY OF THE INVENTION

The primary object of this invention is to allow an improved gameexperience for viewers or followers of sporting events by providing ameans for them to become more involved with the sporting event bycreating a ‘game within a game’. Current embodiments of the invention,highlighted below, include baseball, hockey, and football. Futureembodiments may include, but is not limited to, other sporting eventsincluding basketball, lacrosse, auto racing, soccer and tennis. Thecurrent embodiments only describe the passing of physical tokens in theform of chips, but future electronic versions, via smart phoneapplications or computers for example, may be developed at a later time.For example, a game app or computer game may include visuals ofelectronic chips similar to the tangible chips illustrated in theFigures. The games (e.g. baseball, football, hockey or any other game)can be played according to the rules identified below with the chipsbeing transferred between players electronically upon the occurrence ofa chip specified event (e.g. home run, punt, penalty . . . ).

This invention is comprised of wagering, a viewable event, a multitudeof tokens and a triggering event within the viewable event. Theinvention is centered around different positive and negative events thatoccur during the course of a viewable event. Each positive and negativeevent is represented by a token, and each token is assigned a value bythe players to be used for the purpose of wagering. During the course ofthe game, the tokens are distributed to the players, the method of whichwill vary depending on which embodiment of the invention is beingplayed. Whenever a triggering event occurs, players holding a positivetoken that has occurred during the course of the viewable event receivethe agreed upon value from the other players. Conversely, playersholding a negative token that has occurred during the course of theviewable event must give the agreed upon value to the other players. Thetriggering event will vary depending on which embodiment of the game isbeing played.

One embodiment of the invention utilizes baseball as the viewable eventand chips as the tokens. The group playing the game will agree upon thevalue of the chips prior to the start. There are eight chips inplay—four ‘positive’ chips and four ‘negative’ chips. The positive chipscorrespond with the following positive events that can occur during thecourse of a game of baseball: single, double, triple and home run. Thenegative chips correspond with the following negative events that canoccur during the course of a game of baseball: strike out, double play,error and hit by pitch. In this embodiment, the chips are initiallydistributed by using a bag.

The chips are placed into the bag and the players will draw chips fromthe bag until all chips have been distributed. The players will thenobserve the baseball game and note which positive and negative eventshave occurred until the triggering event occurs. The triggering eventfor this embodiment is the end of each inning, after which, the playersholding a positive chip, where its corresponding event has occurredduring the inning, will receive the agreed upon value from the otherplayers. Conversely, a player holding a negative chip, where itscorresponding event has occurred during the inning, must give the agreedupon value to the other players. Players holding a chip, whetherpositive or negative, where its corresponding event has not occurredduring the inning receive nothing and give nothing.

For example, if a player holds the Home Run chip, and a home run is hitduring the inning, then the player receives the agreed upon positiveconsequence from the other players (i.e. getting paid a dollar by eachplayer). Conversely, if a player holds the Strike Out chip and somebodystrikes out during the inning, that player must suffer the agreed uponconsequences (i.e. pay each person a dollar, or buy the next round ofdrinks, etc.).

Before the next inning begins, the chips are redistributed by havingeach player pass all the chips in their possession in an agreed uponpattern (i.e. every player their chips to the person to their right). Inthis manner, the chips are redistributed every inning until theconclusion of the baseball game.

Different embodiments of the invention pertaining to the game ofbaseball include enhanced rules. One enhanced rule involves assigningincrementally higher values to the positive chips for each additionalbase earned by a hitter. For example, the Single chip would be worth adollar, the Double chip would be worth two dollars, etc. Anotherenhanced rule involves assigning incrementally higher values to thenegative chips. For example, the Strike Out chip is worth one dollar,the Double Play chips is worth two dollars, the Error chip is worththree dollars, and the Hit By Pitch chip is worth four. Another enhancedrule involves removing the limit to how many times a chip can pay perinning For example, if a player has the Single chip, and there aremultiple singles hit by both teams in that inning, then that playercontinues to get paid for every single that is hit. Another enhancedrule involves automatically doubling the originally agreed upon valuesof the chips during extra innings of the baseball game.

For a more detailed explanation of the baseball game, see the baseballrules below:

Baseball Rules:

-   -   1. Set a value for the chips. A buck, a beer, bragging rights .        . .    -   2. There are 8 chips. 4 positive (Single, Double, Triple, Home        Run), and 4 negative (Strike Out, Double Play, Error, Hit By        Pitch).    -   3. After the anthem, but before the first pitch, players take        turns drawing until all chips are gone.    -   4. Players hold their chips for the entire inning If a play        matches your chip, you win (or lose) the agreed-upon amount from        each player. Once a chip hits, it's retired until . . .    -   5. At the end of each inning, players pass their chips to the        player who drew after them in Step 3.    -   6. Unless you're some sort of statistical genius, we recommend        you pay as you go. For example, if you hold the Strike Out chip,        and there's a strike out in that inning—pay up.

In a different embodiment, the invention utilizes the game of hockey asthe viewable event. Again, there are both positive and negative chipsand each chip will have an agreed upon value corresponding to thefollowing events: home goal, away goal, goalie stoppage, penalty, puckout of play, and icing. Unlike baseball, this embodiment utilizes adifferent method to distribute the chips. The chips are distributedbased upon when an event occurs in relation to the time on thegame-clock. At the beginning of the hockey game, each player is assigneda digit between zero and nine. One player is designated as the bankerand holds all of the chips in the bank. Chips in the bank are not inplay and do not belong to the banker. When an event occurs during thecourse of the hockey game corresponding to an event on one of the chips,the game-clock will stop and the person whose digit matches the onescolumn of the game-clock will receive the appropriate chip for thatevent from the banker. For example, if a home goal is scored and theclock is stopped at 9:32, the person to whom the number two belongs willreceive the Home Goal chip. The chips continue to be distributed in thismanner even if a chip has already been distributed to a player and is nolonger held by the banker. So keeping with the above example, if anotherhome goal is scored and the clock stops at 9:07, then the person whoholds the Home Goal chip must pass that chip to the person to whom thenumber seven belongs. The triggering event for this embodiment is theend of each period. As in the baseball embodiment, any players holdingchips when the triggering event occurs either receives or gives theagreed upon values in accordance with the positive or negative chips intheir possession.

Different embodiments of the invention pertaining to the game of hockeyinclude enhanced rules. One enhanced rule involves the addition of anegative 5 Minute Stinger chip. This chip corresponds to any event thatoccurs during the last five minutes of each period which causes thegame-clock to stop. The 5 Minute Stinger chip is distributed inaccordance to the method described above. Another enhanced rule involvesadditional payments for a chip when the chip's corresponding eventoccurs thereby stopping the game-clock, and the number in both the onesand tenths position on the clock is the same. In this situation, theplayer that has been assigned that number is subject to receive anadditional bonus payment. For example, if the game-clock stops at 46.6,the player who has been assigned the number six may receive anadditional bonus payment. Another enhanced rule involves additionalbonus payments for the Penalty chip if the penalty called is a fightpenalty. Another enhanced rule involves increasing the rate ofdistribution of the chips by assigning more than one number per player.Another enhanced rule involves doubling all of the values for all thechips during overtime periods.

For a more detailed explanation of the hockey game, see the hockey rulesbelow:

Hockey Rules:

-   -   1. Gather 2-10 players. Preferably those willing to lose.    -   2. Each player picks a different number between 0 and 9.    -   3. Set a value for the chips. A buck, a beer, bragging rights .        . .    -   4. The Banker holds the chips to start.    -   5. When the clock stops, and the last digit matches a player's        number, that player gets the corresponding chip, either from the        Banker or the player currently holding it. Matches on different        types of stoppage trigger the passing of different chips.        -   Example: You have the number 6. There's a penalty. The clock            stops at 13:26. You get the Penalty Chip.        -   Home Goal Chip—Given for matching the clock after the home            team scores.        -   Away Goal Chip—Given for matching the clock when the away            team scores.        -   Goalie Stoppage Chip—Given for matching the clock when the            goaltender freezes the puck.        -   Icing Chip—Given for matching the clock when icing is            called.        -   Penalty Chip—Given for matching the clock on penalty            stoppages.        -   Puck Out Of Play Chip—Given for matching the clock when the            puck leaves play.        -   Stinger Chip—Given for matching the clock on ANY stoppage            during the last 5 minutes of each period. This chip carries            a negative value.    -   6. A player can get more than one chip on the same stoppage. Say        a Goalie Stoppage and Penalty happen at the same time. If your        number matches the clock, you get both chips.    -   7. Dead Man's Rule: A player must notice that the clock has        stopped on their number to receive any chips. If a player        doesn't claim his chips before the clock starts again, he is not        awarded the chip.    -   8. Pay-Up Time: Whoever's holding the chips at the end of each        period gets paid the agreed-upon amounts and the chips are given        back to the bank to be re-distributed in the next period.

In a different embodiment, the invention utilizes the game of football.Again, there are both positive and negative chips and each chip willhave an agreed upon value corresponding to the following events:touchdown, field goal, fumble, interception, punt, penalty and time-out.This embodiment uses a very similar method for chip distribution as thehockey embodiment. At the beginning of the football game, each player isassigned a digit between zero and nine. One player is designated as thebanker and holds all of the chips in the bank. Chips in the bank are notin play and do not belong to the banker. When an event occurs during thecourse of the football game corresponding to an event on one of thechips, the game-clock will stop and the person whose digit matches theones column of the game-clock will receive the appropriate chip for thatevent from the banker. So if a player has been assigned the number six,and a field goal is scored thereby stopping the game-clock at 13:46,that player would receive the Field Goal chip. If there is another fieldgoal during that quarter and the game-clock stops on a different digit,the first player must pass the chip to the player who has been assignedthe corresponding number. The triggering event for this embodiment isthe end of each quarter. As in the other embodiments, any playersholding chips when the triggering event occurs either receives or givesthe agreed upon values in accordance with the positive or negative chipsin their possession. So, whoever has the chips at the end of eachquarter will receive or pay out the values each chip in their possessionis worth.

Virtually all of the enhanced rules referenced in the hockey embodimentcan be also used for the football embodiment with the correspondingevents replaced to fit the game of football.

For a more detailed explanation of the football game, see the footballrules below:

Football Rules:

-   -   1. Gather 2-10 players. Preferably those willing to lose.    -   2. Each player picks a different number between zero and nine.    -   3. Set a value for the chips. A buck, a beer, bragging rights .        . .    -   4. The Banker holds the chips to start.    -   5. When the clock stops, and the last digit matches a player's        number, that player gets the corresponding chip, either from the        Banker or the player currently holding it. Matches on different        types of stoppage trigger the passing of different chips.        -   Example: You have the number 6. There's a penalty. The clock            stops at 13:26. You get the Penalty Chip.        -   Touchdown Chip—Given for matching the clock when somebody            scores a touchdown.        -   Field Goal Chip—Given for matching the clock when a field            goal is scored.        -   Fumble Chip—Given for matching the clock when the ball            squirts away from one team and goes to the other.        -   Interception Chip—Given for matching the clock when the            quarterback completes a pass to the wrong guy.        -   Penalty Chip—Given for matching the clock when the penalty            flag is thrown.        -   Punt Chip—Given for matching the clock when the punt            returner is finally brought down.        -   Timeout Chip—Given for matching the clock when timeout is            called. See how easy this is?    -   6. A player can get more than one chip on the same clock        stoppage. Say an interception returned for a touchdown. If your        number matches the clock, you get both chips.    -   7. Dead Man's Rule: A player must notice that the clock has        stopped on their number to receive any chips. If a player        doesn't claim his chips before the clock starts again, he is not        awarded the chip.    -   8. Pay-Up Time: Whoever's holding the chips at the end of each        quarter gets paid the agreed-upon amount, and the chips are        given back to the bank to be redistributed in the following        quarter.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)

The accompanying drawings are included to provide a furtherunderstanding of the present invention and are incorporated in andconstitute a part of this specification. The drawings illustrateexemplary embodiments of the present invention and together with thedescription serve to further explain the principles of the invention.Other aspects of the invention and the advantages of the invention willbe better appreciated as they become better understood by reference tothe Detailed Description when considered in conjunction withaccompanying drawings, and wherein:

FIG. 1 is a view of the positive chips of the baseball embodiment of thegame, according to the present invention;

FIG. 2 is a view of the negative chips of the baseball embodiment of thegame, according to the present invention;

FIG. 3 is a view of the chips of the hockey embodiment of the game,according to the present invention;

FIG. 4 is a view of the chips of the football embodiment of the game,according to the present invention.

DETAILED DESCRIPTION OF THE INVENTION

The invention is a gambling game to be played while observing a sportingevent live, remotely or otherwise. The variations of the game differslightly from one sport to the next, but all incorporate a wageringelement and the passing of tokens as certain positive and negativeaspects of the sporting event occur. In this particular embodiment,physical chips are used as tokens, however, in other embodiments a tokencan be anything representing an event including, but not limited to,playing cards or an electronic symbol of a chip if playing in anonline/application space via a smart phone app or computer.

The primary object of this invention is to allow an improved gameexperience for viewers or followers of sporting events by providing ameans for them to become more involved with the sporting event bycreating a ‘game within a game’. Current embodiments of the invention,highlighted below, include baseball, hockey, and football. Futureembodiments may include, but is not limited to, other sporting eventsincluding basketball, lacrosse, auto racing, soccer and tennis. Thecurrent embodiments only describe the passing of physical tokens in theform of chips, but future electronic versions, via smart phoneapplications or computers for example, may be developed at a later time.For example, a game app or computer game may include visuals ofelectronic chips similar to the tangible chips illustrated in theFigures. The games (e.g. baseball, football, hockey or any other game)can be played according to the rules identified below with the chipsbeing transferred between players electronically upon the occurrence ofa chip specified event (e.g. home run, punt, penalty . . . ).

This invention is comprised of wagering, a viewable event, a multitudeof tokens and a triggering event within the viewable event. Theinvention is centered around different positive and negative events thatoccur during the course of a viewable event. Each positive and negativeevent is represented by a token, and each token is assigned a value bythe players to be used for the purpose of wagering. During the course ofthe game, the tokens are distributed to the players, the method of whichwill vary depending on which embodiment of the invention is beingplayed. Whenever a triggering event occurs, players holding a positivetoken that has occurred during the course of the viewable event receivethe agreed upon value from the other players. Conversely, playersholding a negative token that has occurred during the course of theviewable event must give the agreed upon value to the other players. Thetriggering event will vary depending on which embodiment of the game isbeing played.

According to FIG. 1-2, one embodiment of the invention utilizes baseballas the viewable event and chips as the tokens. The group playing thegame will agree upon the value of the chips prior to the start. Thereare eight chips in play—four ‘positive’ chips, FIG. 1, and four‘negative’ chips, FIG. 2. The positive chips correspond with thefollowing positive events that can occur during the course of a game ofbaseball: single 101, double 104, triple 103 and home run 102. Thenegative chips correspond with the following negative events that canoccur during the course of a game of baseball: strike out 204, doubleplay 201, error 203 and hit by pitch 202. In this embodiment, the chipsare initially distributed by using a bag.

The chips are placed into the bag and the players will draw chips fromthe bag until all chips have been distributed. The players will thenobserve the baseball game and note which positive and negative eventshave occurred until the triggering event occurs. The triggering eventfor this embodiment is the end of each inning, after which, the playersholding a positive chip, where its corresponding event has occurredduring the inning, will receive the agreed upon value from the otherplayers. Conversely, a player holding a negative chip, where itscorresponding event has occurred during the inning, must give the agreedupon value to the other players. Players holding a chip, whetherpositive or negative, where its corresponding event has not occurredduring the inning receive nothing and give nothing.

For example, if a player holds the Home Run chip 102, and a home run ishit during the inning, then the player receives the agreed upon positiveconsequence from the other players (i.e. getting paid a dollar by eachplayer). Conversely, if a player holds the Strike Out 204 chip andsomebody strikes out during the inning, that player must suffer theagreed upon consequences (i.e. pay each person a dollar, or buy the nextround of drinks, etc.).

Before the next inning begins, the chips are redistributed by havingeach player pass all the chips in their possession in an agreed uponpattern (i.e. every player their chips to the person to their right). Inthis manner, the chips are redistributed every inning until theconclusion of the baseball game.

Different embodiments of the invention pertaining to the game ofbaseball include enhanced rules. One enhanced rule involves assigningincrementally higher values to the positive chips for each additionalbase earned by a hitter. For example, the Single chip 101 would be wortha dollar, the Double chip 104 would be worth two dollars, etc. Anotherenhanced rule involves assigning incrementally higher values to thenegative chips. For example, the Strike Out 204 chip is worth onedollar, the Double Play 201 chips is worth two dollars, the Error chip203 is worth three dollars, and the Hit By Pitch chip 202 is worth four.Another enhanced rule involves removing the limit to how many times achip can pay per inning For example, if a player has the Single chip101, and there are multiple singles hit by both teams in that inning,then that player continues to get paid for every single that is hit.Another enhanced rule involves automatically doubling the originallyagreed upon values of the chips during extra innings of the baseballgame.

For a more detailed explanation of the baseball game, see the baseballrules below:

Baseball Rules:

-   -   1. Set a value for the chips. A buck, a beer, bragging rights .        . .    -   2. There are 8 chips. 4 positive (Single, Double, Triple, Home        Run), and 4 negative (Strike Out, Double Play, Error, Hit By        Pitch).    -   3. After the anthem, but before the first pitch, players take        turns drawing until all chips are gone.    -   4. Players hold their chips for the entire inning If a play        matches your chip, you win (or lose) the agreed-upon amount from        each player. Once a chip hits, it's retired until . . .    -   5. At the end of each inning, players pass their chips to the        player who drew after them in Step 3.    -   6. Unless you're some sort of statistical genius, we recommend        you pay as you go. For example, if you hold the Strike Out chip,        and there's a strike out in that inning—pay up.

According to FIG. 3, in a different embodiment, the invention utilizesthe game of hockey as the viewable event. Again, there are both positiveand negative chips and each chip will have an agreed upon valuecorresponding to the following events: home goal 304, away goal 302,goalie stoppage 303, penalty 305, puck out of play 306, and icing 307.Unlike baseball, this embodiment utilizes a different method todistribute the chips. The chips are distributed based upon when an eventoccurs in relation to the time on the game-clock. At the beginning ofthe hockey game, each player is assigned a digit between zero and nine.One player is designated as the banker and holds all of the chips in thebank. Chips in the bank are not in play and do not belong to the banker.When an event occurs during the course of the hockey game correspondingto an event on one of the chips, the game-clock will stop and the personwhose digit matches the ones column of the game-clock will receive theappropriate chip for that event from the banker. For example, if a homegoal is scored and the clock is stopped at 9:32, the person to whom thenumber two belongs will receive the Home Goal chip 304. The chipscontinue to be distributed in this manner even if a chip has alreadybeen distributed to a player and is no longer held by the banker. Sokeeping with the above example, if another home goal is scored and theclock stops at 9:07, then the person who holds the Home Goal chip 304must pass that chip to the person to whom the number seven belongs. Thetriggering event for this embodiment is the end of each period. As inthe baseball embodiment, any players holding chips when the triggeringevent occurs either receives or gives the agreed upon values inaccordance with the positive or negative chips in their possession.

Different embodiments of the invention pertaining to the game of hockeyinclude enhanced rules. One enhanced rule involves the addition of anegative 5 Minute Stinger chip 301. This chip 301 corresponds to anyevent that occurs during the last five minutes of each period whichcauses the game-clock to stop. The 5 Minute Stinger chip 301 isdistributed in accordance to the method described above. Anotherenhanced rule involves additional payments for a chip when the chip'scorresponding event occurs thereby stopping the game-clock, and thenumber in both the ones and tenths position on the clock is the same. Inthis situation, the player that has been assigned that number is subjectto receive an additional bonus payment. For example, if the game-clockstops at 46.6, the player who has been assigned the number six mayreceive an additional bonus payment. Another enhanced rule involvesadditional bonus payments for the Penalty chip 305 if the penalty calledis a fight penalty. Another enhanced rule involves increasing the rateof distribution of the chips by assigning more than one number perplayer. Another enhanced rule involves doubling all of the values forall the chips during overtime periods.

For a more detailed explanation of the hockey game, see the hockey rulesbelow:

Hockey Rules: How To Play

-   -   1. Gather 2-10 players. Preferably those willing to lose.    -   2. Each player picks a different number between 0 and 9.    -   3. Set a value for the chips. A buck, a beer, bragging rights .        . .    -   4. The Banker holds the chips to start.    -   5. When the clock stops, and the last digit matches a player's        number, that player gets the corresponding chip, either from the        Banker or the player currently holding it. Matches on different        types of stoppage trigger the passing of different chips.        -   Example: You have the number 6. There's a penalty. The clock            stops at 13:26. You get the Penalty Chip.        -   Home Goal Chip—Given for matching the clock after the home            team scores.        -   Away Goal Chip—Given for matching the clock when the away            team scores.        -   Goalie Stoppage Chip—Given for matching the clock when the            goaltender freezes the puck.        -   Icing Chip—Given for matching the clock when icing is            called.        -   Penalty Chip—Given for matching the clock on penalty            stoppages.        -   Puck Out Of Play Chip—Given for matching the clock when the            puck leaves play.        -   Stinger Chip—Given for matching the clock on ANY stoppage            during the last 5 minutes of each period. This chip carries            a negative value.    -   6. A player can get more than one chip on the same stoppage. Say        a Goalie Stoppage and Penalty happen at the same time. If your        number matches the clock, you get both chips.    -   7. Dead Man's Rule: A player must notice that the clock has        stopped on their number to receive any chips. If a player        doesn't claim his chips before the clock starts again, he is not        awarded the chip.    -   8. Pay-Up Time: Whoever's holding the chips at the end of each        period gets paid the agreed-upon amounts and the chips are given        back to the bank to be re-distributed in the next period.

According to FIG. 4, in a different embodiment, the invention utilizesthe game of football. Again, there are both positive and negative chipsand each chip will have an agreed upon value corresponding to thefollowing events: touchdown 401, field goal 405, fumble 407,interception 406, punt 402, penalty 404 and time-out 403. Thisembodiment uses a very similar method for chip distribution as thehockey embodiment. At the beginning of the football game, each player isassigned a digit between zero and nine. One player is designated as thebanker and holds all of the chips in the bank. Chips in the bank are notin play and do not belong to the banker. When an event occurs during thecourse of the football game corresponding to an event on one of thechips, the game-clock will stop and the person whose digit matches theones column of the game-clock will receive the appropriate chip for thatevent from the banker. So if a player has been assigned the number six,and a field goal is scored thereby stopping the game-clock at 13:46,that player would receive the Field Goal chip 405. If there is anotherfield goal during that quarter and the game-clock stops on a differentdigit, the first player must pass the chip to the player who has beenassigned the corresponding number. The triggering event for thisembodiment is the end of each quarter. As in the other embodiments, anyplayers holding chips when the triggering event occurs either receivesor gives the agreed upon values in accordance with the positive ornegative chips in their possession. So, whoever has the chips at the endof each quarter will receive or pay out the values each chip in theirpossession is worth.

Virtually all of the enhanced rules referenced in the hockey embodimentcan be also used for the football embodiment with the correspondingevents replaced to fit the game of football.

For a more detailed explanation of the football game, see the footballrules below:

Football Rules:

-   -   1. Gather 2-10 players. Preferably those willing to lose.    -   2. Each player picks a different number between zero and nine.    -   3. Set a value for the chips. A buck, a beer, bragging rights .        . .    -   4. The Banker holds the chips to start.    -   5. When the clock stops, and the last digit matches a player's        number, that player gets the corresponding chip, either from the        Banker or the player currently holding it. Matches on different        types of stoppage trigger the passing of different chips.        -   Example: You have the number 6. There's a penalty. The clock            stops at 13:26. You get the Penalty Chip.        -   Touchdown Chip—Given for matching the clock when somebody            scores a touchdown.        -   Field Goal Chip—Given for matching the clock when a field            goal is scored.        -   Fumble Chip—Given for matching the clock when the ball            squirts away from one team and goes to the other.        -   Interception Chip—Given for matching the clock when the            quarterback completes a pass to the wrong guy.        -   Penalty Chip—Given for matching the clock when the penalty            flag is thrown.        -   Punt Chip—Given for matching the clock when the punt            returner is finally brought down.        -   Timeout Chip—Given for matching the clock when timeout is            called. See how easy this is?    -   6. A player can get more than one chip on the same clock        stoppage. Say an interception returned for a touchdown. If your        number matches the clock, you get both chips.    -   7. Dead Man's Rule: A player must notice that the clock has        stopped on their number to receive any chips. If a player        doesn't claim his chips before the clock starts again, he is not        awarded the chip.    -   8. Pay-Up Time: Whoever's holding the chips at the end of each        quarter gets paid the agreed-upon amount, and the chips are        given back to the bank to be redistributed in the following        quarter.

While the invention has been illustrated and described in detail in thedrawings and foregoing description, such an illustration and descriptionis to be considered as exemplary and not restrictive in character, itbeing understood that only the preferred embodiments have been shown anddescribed and that all changes and modifications that come within thespirit of the invention are desired to be protected.

1. A method for playing an event-based game comprising: observing aviewing event; distributing tokens representing positive and negativeevents that can occur during the viewing event; assigning values to thetokens; and executing the corresponding positive or negative values of atoken on the player in possession of the token when a triggering eventoccurs if the token's corresponding event occurs before the triggeringevent.
 2. The method of claim 1 where the tokens are distributed at thebeginning of the game.
 3. The method of claim 2 where the tokens areredistributed each time a triggering event occurs.
 4. The method ofclaim 1 where the tokens are distributed by initially holding all thetokens in a neutral bank, each player is assigned a number from 0-9, andthe bank distributes the tokens to players based on when thecorresponding event on the token stops the game-clock.